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Suddenly Skeletons

  • Chapter One

    May 3rd, 2023

    The studio was filled with the rich odour of roses, and when the light summer wind stirred amidst the trees of the garden, there came through the open door the heavy scent of the lilac, or the more delicate perfume of the pink-flowering thorn.

    From the corner of the divan of Persian saddle-bags on which he was lying, smoking, as was his custom, innumerable cigarettes, Lord Henry Wotton could just catch the gleam of the honey-sweet and honey-coloured blossoms of a laburnum, whose tremulous branches seemed hardly able to bear the burden of a beauty so flamelike as theirs; and now and then the fantastic shadows of birds in flight flitted across the long tussore-silk curtains that were stretched in front of the huge window, producing a kind of momentary Japanese effect, and making him think of those pallid, jade-faced painters of Tokyo who, through the medium of an art that is necessarily immobile, seek to convey the sense of swiftness and motion. The sullen murmur of the bees shouldering their way through the long unmown grass, or circling with monotonous insistence round the dusty gilt horns of the straggling woodbine, seemed to make the stillness more oppressive. The dim roar of London was like the bourdon note of a distant organ.

    In the centre of the room, clamped to an upright easel, stood the full-length portrait of a young man of extraordinary personal beauty, and in front of it, some little distance away, was sitting the artist himself, Basil Hallward, whose sudden disappearance some years ago caused, at the time, such public excitement and gave rise to so many strange conjectures.

    As the painter looked at the gracious and comely form he had so skilfully mirrored in his art, a smile of pleasure passed across his face, and seemed about to linger there. But he suddenly started up, and closing his eyes, placed his fingers upon the lids, as though he sought to imprison within his brain some curious dream from which he feared he might awake.

    “It is your best work, Basil, the best thing you have ever done,” said Lord Henry languidly. “You must certainly send it next year to the Grosvenor. The Academy is too large and too vulgar. Whenever I have gone there, there have been either so many people that I have not been able to see the pictures, which was dreadful, or so many pictures that I have not been able to see the people, which was worse. The Grosvenor is really the only place.”

    “I don’t think I shall send it anywhere,” he answered, tossing his head back in that odd way that used to make his friends laugh at him at Oxford. “No, I won’t send it anywhere.”

    Lord Henry elevated his eyebrows and looked at him in amazement through the thin blue wreaths of smoke that curled up in such fanciful whorls from his heavy, opium-tainted cigarette. “Not send it anywhere? My dear fellow, why? Have you any reason? What odd chaps you painters are! You do anything in the world to gain a reputation. As soon as you have one, you seem to want to throw it away. It is silly of you, for there is only one thing in the world worse than being talked about, and that is not being talked about. A portrait like this would set you far above all the young men in England, and make the old men quite jealous, if old men are ever capable of any emotion.”

    “I know you will laugh at me,” he replied, “but I really can’t exhibit it. I have put too much of myself into it.”

    Lord Henry stretched himself out on the divan and laughed.

    “Yes, I knew you would; but it is quite true, all the same.”

    “Too much of yourself in it! Upon my word, Basil, I didn’t know you were so vain; and I really can’t see any resemblance between you, with your rugged strong face and your coal-black hair, and this young Adonis, who looks as if he was made out of ivory and rose-leaves. Why, my dear Basil, he is a Narcissus, and you—well, of course you have an intellectual expression and all that. But beauty, real beauty, ends where an intellectual expression begins. Intellect is in itself a mode of exaggeration, and destroys the harmony of any face. The moment one sits down to think, one becomes all nose, or all forehead, or something horrid. Look at the successful men in any of the learned professions. How perfectly hideous they are! Except, of course, in the Church. But then in the Church they don’t think. A bishop keeps on saying at the age of eighty what he was told to say when he was a boy of eighteen, and as a natural consequence he always looks absolutely delightful. Your mysterious young friend, whose name you have never told me, but whose picture really fascinates me, never thinks. I feel quite sure of that. He is some brainless beautiful creature who should be always here in winter when we have no flowers to look at, and always here in summer when we want something to chill our intelligence. Don’t flatter yourself, Basil: you are not in the least like him.”

    “You don’t understand me, Harry,” answered the artist. “Of course I am not like him. I know that perfectly well. Indeed, I should be sorry to look like him. You shrug your shoulders? I am telling you the truth. There is a fatality about all physical and intellectual distinction, the sort of fatality that seems to dog through history the faltering steps of kings. It is better not to be different from one’s fellows. The ugly and the stupid have the best of it in this world. They can sit at their ease and gape at the play. If they know nothing of victory, they are at least spared the knowledge of defeat. They live as we all should live—undisturbed, indifferent, and without disquiet. They neither bring ruin upon others, nor ever receive it from alien hands. Your rank and wealth, Harry; my brains, such as they are—my art, whatever it may be worth; Dorian Gray’s good looks—we shall all suffer for what the gods have given us, suffer terribly.”

    “Dorian Gray? Is that his name?” asked Lord Henry, walking across the studio towards Basil Hallward.

    “Yes, that is his name. I didn’t intend to tell it to you.”

  • Chapter Two

    May 3rd, 2023

    “Oh, I can’t explain. When I like people immensely, I never tell their names to any one. It is like surrendering a part of them. I have grown to love secrecy. It seems to be the one thing that can make modern life mysterious or marvellous to us. The commonest thing is delightful if one only hides it. When I leave town now I never tell my people where I am going. If I did, I would lose all my pleasure. It is a silly habit, I dare say, but somehow it seems to bring a great deal of romance into one’s life. I suppose you think me awfully foolish about it?”

    “Not at all,” answered Lord Henry, “not at all, my dear Basil. You seem to forget that I am married, and the one charm of marriage is that it makes a life of deception absolutely necessary for both parties. I never know where my wife is, and my wife never knows what I am doing. When we meet—we do meet occasionally, when we dine out together, or go down to the Duke’s—we tell each other the most absurd stories with the most serious faces. My wife is very good at it—much better, in fact, than I am. She never gets confused over her dates, and I always do. But when she does find me out, she makes no row at all. I sometimes wish she would; but she merely laughs at me.”

    “I hate the way you talk about your married life, Harry,” said Basil Hallward, strolling towards the door that led into the garden. “I believe that you are really a very good husband, but that you are thoroughly ashamed of your own virtues. You are an extraordinary fellow. You never say a moral thing, and you never do a wrong thing. Your cynicism is simply a pose.”

    “Being natural is simply a pose, and the most irritating pose I know,” cried Lord Henry, laughing; and the two young men went out into the garden together and ensconced themselves on a long bamboo seat that stood in the shade of a tall laurel bush. The sunlight slipped over the polished leaves. In the grass, white daisies were tremulous.

    After a pause, Lord Henry pulled out his watch. “I am afraid I must be going, Basil,” he murmured, “and before I go, I insist on your answering a question I put to you some time ago.”

    “What is that?” said the painter, keeping his eyes fixed on the ground.

    “You know quite well.”

    “I do not, Harry.”

  • Bailey Balloons’ Fantastical Circus – Setting Document

    May 3rd, 2023

    Bailey Balloons’ circus is a concept I developed as a one-shot for various members of both parties when not everyone was available for our regular game. Aside from one of the games, Catch the Dragon by the Tail, which comes from the Witchlight campaign, I designed all of the characters, the attractions, and the games. My group actually loved it enough that one of the prizes I offered was tickets for their characters to be able to go back!

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    Setting:

    The group does not remember arriving, but they come upon a set of circus grounds.

    The grounds are planted in a large, open field of flowers, blooming as if it were the middle of spring, creating a rainbow of colors leading the group’s eye directly to the tents.

    The main tent seems to reach into the sky, disappearing out of view – you cannot tell if it ever truly ends. Ornate flags and ribbons flow in the gentle, temperate breeze, and the sun saturates the deep tri-color pattern of the tent’s fabric. To either side of the main tent, there are two smaller turrets that support the main structure. The main entrance has the curtains drawn back, appearing open and inviting with a sign to the side, that reads:

    “Welcome, weary travelers! Come and find yourselves in a marvelous world of dazzles and delights as you recover from the drivel of your daily lives! Bailey Balloon welcomes you to his Fantastical Circus, where our family is happy to delight you for days! Our show will begin in the evening, but while the sun is still high, come inside and enjoy a myriad of treats and trials! We would be delighted to meet you!”

    NPCs:

    • Bailey Balloon: Circus owner, demi god and the deity of entertainment, has Barnum internally, a large man with bright purple coat and hat, dark hair, and eyes that seem to be unable to settle on a color. Friendly, and extremely patient, but would not settle for much disruption.
    • Barnum Balloon: Bailey’s other half, the deity of gambling, a man who appears like Bailey, but with a black and white color palette, as if from an old cartoon. When he is active, the circus is in black and white, and failing at a game causes the player to take damage. 
    • Peaches: A young woman with bright orange hair and fur, who appears to be part monkey. She has a long, prehensile tail, strangely shaped ears, and sharp canines. She appears to resemble a golden lion tamarin.
    • Trix: A creature of unknown origin, who seems to be some sort of trickster. They take delight in mischief, and may pop up anywhere in the circus, though namely would be in the hall of mirrors.
    • Crystal: A demi-god and god of dreams, manning the Fortune Telling booth. They are quiet, and do not seem to blink often. Their plush animals appear sentient and are moving things around the room and around the circus, if the players are searching.
    • Morsul: A man that appears to be made of several types of candy, running any and all confection, food, and drink stands. Extremely happy, nearly unable to perceive negativity at all.
    • Orvil: A large moose centaur with purple animalistic features. A sweet, southern man, happy to assist however he can.
    • Goose: Obviously he would be at the circus. Come on. It’s temporary, but hey, work is work. In charge of Taking the Totem game, but may pop up elsewhere too.
    • Chicken: A large creature with a demonic appearance, a large black body and the skull of a bird. They are incredibly friendly, and upon entering the circus are available for photographs or rides. They also are the ‘monster’ in the totem snatching game.
    • Pompeii: The circus’s social media manager. Available at the front to give the party recommendations and introduce them to the games and features of the circus, while working.
    • Oswald: A pumpkin demon in charge of the Ring Toss.
    • Vel: A large drac with a velociraptor-like appearance, with strong hind legs and shorter forearms. The beast tamer for the circus.
    • Winnipet: An extremely, extremely small Drac in charge of the CtDbyT game.
    • Lyds: A gothic looking man with large black bangs and a high ponytail, wearing a dress that is worn at the ends of the sleeves and skirt. Appears constantly sleepy. Hosts Three Cups.
    • Imori: A red-headed cyclops, perky and delighted to be there. She runs the Lion Taming game.
    • Boop: A sentient Fjord Horse, who stands in when other game-masters are unavailable.

    Games Available:

    • Catch the Dragon by the Tail (Witchlight):
      • A perception check of 18 or greater to succeed in catching Ember, the fairy dragon. Succeeding first try is a large prize, second try is a medium prize, third try is a small prize.
    • Ring Toss
      • Three distances for rings, with dexterity checks of 5, 10, 15, for a small, medium, or large prize
      • One super far ring, with a check of 18, for a special prize
    • Lion Taming
      • Convince the black lion to perch itself on the podium. Animal Handling check with a DC of 17 or higher. Failure leads to the player being chased out of the ring. A win is a large prize.
    • Take the Totem
      • A classic adventure puzzle. Player is let into a dark room with a single spotlight, and an idol sitting on the center. Stealth check (DC 10) to get up to the idol without being detected. Sleight of hand (DC 15) to successfully grab the idol. On a failed stealth check, players can try Acrobatics (DC 16) to still attempt to grab the idol before they are attacked by Chicken. A win is a large prize. Half success (succeeding one check but failing another) is a medium prize.
    • Balloon Darts
      • Dexterity check (DC 10 for easy balloons, larger and lower, DC 15 for more difficult balloons, higher and smaller. Easy balloons are worth 1 point, hard balloons are worth 2. Player gets 3 throws, and needs 3 points for large prize, otherwise gets small prize. 5 points or more creates special prize.)
    • Three Cups
      • An insight check (DC 17 or higher) to be able to identify which cup the crystal has been placed under. A success earns the player a small prize.
    • Sword Fight
      • Hosted by Bailey.Contested Dexterity and Strength checks, as well as balance (dexterity) checks separately. Balancing on wooden posts low to the ground (not high enough for fall damage) while fighting each other with magic swords. Larger posts (DC 5) are in the center, while on the edges, they are smaller (DC 10) to encourage combatants to fight each other. Three rounds (if desired). The winner gets a special prize.
    • Pie Eating Contest
      • Constitution saving throws, until there is only one player left. The winner gets a special prize. DC: 3, 5, 7, 10, 13, 15, 17, 20.

    Features Available:

    • Fortune Telling Car
      • Wisdom Saving Throw – Determines what, if any, questions you may ask, and whether your answer is favorable.
    • Hall of Mirrors
      • Intelligence Saving Throw – Determines whether the experience is positive or negative, whether Trix appears small, human, or large, and what they tell you.
    • Popcorn and Soda Stand
      • Constitution Saving Throw – DC 10 for regular, mundane food. A failed DC creates a negative or startling magic effect, a success over 20 produces a strong positive magic effect.
    • Confections Stand
      • Constitution Saving Throw – DC 15 for regular, mundane food. A failed DC creates a negative or startling magic effect, a success over 20 produces a strong positive magic effect.
    • Cotton Candy Booth
      • Constitution Saving Throw – DC 10 for regular, mundane food. A failed DC creates a negative or startling magic effect, a success over 20 produces a strong positive magic effect.
    • Suspicious Food Items Booth
      • DC 18 for regular, mundane food. A failed DC creates a negative or startling magic effect, a success over 25 produces a strong positive magic effect.
    • With a Backstage Ticket: Learning Tricks
      • A combination of Athletics, Acrobatics, and flat Strength checks. A small obstacle course where Bailey will teach anyone with a ticket some of their routines. Some of these abilities can translate into knowledge (advantage) in similar situations in BA.

    Prizes:

    • Small Prizes
      • A plush animal (player’s choice – cat, dog, bird, fox, snail, bear, horse, dragon, etc.)
      • A small figure of one of the circus animals
      • A commemorative drinking cup
      • A replica ringmaster hat
      • Fake vampire teeth
    • Medium Prizes
      • A larger version of one of the stuffed animals.
      • A replica ringmaster vest
      • A foam weapon (that they are allowed to hit people with, for no damage)
      • A well crafted set of horns (demonic horns, ram horns, deer antlers, antelope horns, etc)
      • A coupon for free popcorn (or a refill)
    • Large Prizes
      • The largest version of one of the stuffed animals.
      • A replica ringmaster jacket
      • A singing Bass
      • A Learning Tricks ticket
    • Special Prizes (can be taken into BA if desired):
      • A small figurine of a bat, a crab, a snail, or a skink, that can turn into that actual animal
      • Music Marble – a small marble that you can launch into an area. Plays circus music loudly
      • Magic face paint – a single use item that allows you to disguise yourself.
      • A ticket to the circus (allows actual entry in the BA game)
      • IF A PLAYER WINS ALL THEIR GAMES, they can have a functional replica of the ringmaster’s staff, allowing them a very limited number of wild magic charges (3 or 5).
  • Character Journey Documentation – A Decade of Travel

    May 3rd, 2023

    The following post below this note will demonstrate the journey one of my TTRPG characters has taken over the span of about a decade, leading from his hometown to the start of the Eberron (Sharn: Galafar Heist) game that I am a part of. Goose, as a character, is my creation, and many of the NPC details were created between me and my DM. Goose’s hometown, as well as the ‘underside of Wroat’, Towar, were designed by me. The locations, and the lore behind those locations, belongs to the Eberron campaign setting.

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    Goose: Decade of Travel

    • Havenside (starting point):
      • Goose’s town was destroyed in Nymm of 988
      • Goose awoke to a little black book placed in front of him. An unknowing gift from his patron a decade before their next appearance, it contains on the first page the last pleasant dream Goose has ever had, followed by, on every page, the same nightmare over and over of his town being destroyed, for the next ten years. The first different dream to appear in it in more than a decade describes his visit from his patron.
      • In acting in his own selfish interest rather than thinking of others, he believes he is solely responsible for the death of all of his friends and family.
      • At this point, Goose was covered on the majority of his body in large, magical burns, with varying degrees of depth into his skin, depending on if he had been brushed, grabbed, or dug into. The severity of these wounds demanded treatment.
      • Helped by a Werewolf: There is a healer named Orin Heatherwood. A healer and werewolf tucked away in the woods. This is someone Goose has met before, on the occasional outing with his family. They were reasonably friendly. Upon meeting him for the first time, Orin presented Goose with an owl figure, carved from whale bone, which Goose keeps to this day. Coming back from his own hunting trip, Orin was able to smell the carnage, and came upon Goose sitting in the remains of his town, taking him back to his hut to help him heal.
      • Orin was born to the leader of his pack, which was a tight-knit group. He showed an interest in healing, and learned from their newly lycanthropic healer. He decided that he wanted to branch out, not taking over the pack. When Orin was 20, he was secured a place at a school, where he excelled in magical healing. He drew on the environment to do so. After graduation, he taught at the school, but left to teach at his own clinic. He met Adrian, a non-magical healer, who looked for previously incurable cases. The two fell in love, though his pack did not approve. Due to these combined circumstances, he was cast away from his pack. Meanwhile, Adrian’s illness overtook her a week before her wedding.
      • Goose was unaware, but Orin tracked him to the first major city, to make sure he was safe
      • His initial line out of the city: That he could not go home, and was looking for work, and a place to stay.
    • Initially: east, toward Tzanthus:
      • Goose would have encountered problems at the border of that town (from Breland to Zilargo)
      • Breland had a lot to do with the war overall.
      • Before the war, this whole continent was under one controller (King Galifar). The land was split up between his five children when he died, into five major countries, giving one to each child. However, this did not work, and conflict still broke out.
      • Zilargo originally belonged to Thrane, but was an independent city-state. They regained their independence (lost to these states), after the war. Goose would have been entering Thrane.
      • Goose wouldn’t have had the patience, knowledge, or mental soundness to deal with a lengthy legal process, and would have snuck across the border. Any group he would have found, would not have stuck together – they would have scattered at the border, and goose would have stuck on the trail, aiming for Tzanthus.
      • The aggression and tension at the border was the initial planted seed for his distrust in authority.
    • In Tzanthus:
      • This would have been the first place that Goose would have tried to find a place to stay. It’s a small town, not the most active.
      • Benefits:
        • Still very young
        • Clearly went through something traumatic
        • And Goose is a performer
      • Goose knows: The Gifted Sun Tavern
    • Zilargo seems to be about 75% Gnomes, though there is a human population too. Goose would probably feel comfortable around those people. He would also know that it is ruled by a Triumvirate. It’s a great place for bards! The Zil are a people who thirst for knowledge, and Goose can provide that. This place is also home to the first national newspaper.
    • In Trolanport:
      • This is a port city, and a center for gnomish ship building, both naval and aerial. A popular place for refugees, because it is the most major port to get to other continents of the world. Related to Kunderach (bodyguard service), Civus (postage), and Kaneth (innovation) dragonmarked houses. During this time, a job that wasn’t in the war could be found here, but hardly anywhere else.
      • Initially, rejected by the Adventurer’s Guild. And never liked them again. He could admit later on that this was a touch dramatic, but his dislike of organization and authority will always sour his experiences like this more than necessary.
      • He has been traveling for two months at this point.
      • At cheapest, a lightning rail is 3 copper pieces per mile.
      • Goose would have spent a number of days sleeping on the street while he attempted to find work or a place to stay, as he had never been in a big city before, and would not be sure of how to navigate.
      • At this point, while trying to find rooms to stay in, Goose would not be used to being heckled, insulted or berated. Trading his performances for places to stay was more draining.
      • Eventually, Goose was able to find a tavern he liked, and met Krantis. An elderly Dragonborn herbalist who lost his sight, and was happy to help those who need it. Self sufficient and kind. Determined to make up for his previous behavior, and determined to find the right herbs to develop a cure for the fever. 
      • Krantis found Goose eating a small meal at a corner table after a rough performance, and recognizing that he had recently gone through hard times, offered him a room at his home.
      • Goose would stay with him for about two weeks, before leaving in the middle of the night. When he left, he stole a dragon talon necklace on a leather cord, to give himself a piece of memorabilia. He has always regretted this decision, both to leave and to steal.
      • After leaving, he would work at a shipyard for about a month, before getting bored out of his mind and moving on.
      • Goose joined a rag-tag adventuring party. Since he was too young to be able to officially register, he was stuck looking for mercenary groups, or unregulated groups, taking on private quests. The gang he initially fell in with was routinely ill-prepared and they were all murdered taking on a job that was far outside of their scope, minus Goose, who barely escaped.
      • Goose continued to join small adventure parties, taking on little adventuring tasks, similar to Adonis. Lost pets, stolen jewelry, hunting for people, etc.
      • Similar to the ships, Goose eventually found himself tired of that lifestyle. For him, the city had no sense of community, and did not feel like it could be a home. After saving enough to get a ticket for the train, he would make his way to the lightning line.
    • On the way to Zolanberg/Korranberg:
      • Korranberg: The oldest city, the center of knowledge. Used to be occupied by goblins/goblinoid races, and this was built on the ruins of that. The library was founded 3000 years ago, built by house Civus. Each city has a council of 9 who chooses the leader of the Tri-rulers.
      • Zolanburg: A smaller city. Built on the foundations of a Takani city (which was abandoned during the war). The gnomes of this city gleaned a lot of magic of engineering and architecture that they gleaned from the goblins. Tharasque (crimson is friends with these) operate a lot here, and it is primarily a mining town. Their house is usually prospectors, bounty hunters, and inquisitors.
      • Goose chose Zolanberg.
      • On the way, Goose would hunt food for himself, and would learn to fight off typical predators. Bandits tended to leave him alone, because of how haunted he looked.
    • Leaving Zolanberg:
      • Goose chose not to spend time in the city, and just get onto the train.
      • He chose to take the lightning train, up to Starilaskur.
    • In Starilaskur:
      • They are wary of newcomers, due to their past. In 1916, the city was attacked by a major Thrane assault, when they were attacked on a holiday, where even armies are considered peaceful.
      • Goose would be okay trying to get a place to sleep, but he would have difficulty finding work, and people would not want to give him information.
      • He did not feel welcome, and the town was politely but firmly directing him out. 
      • This was a passive reinforcement of the concept that he was on his own, and people cared more for themselves than anything.
      • He would have headed to Hatheril
    • Leaving Starilaskur:
      • Goose would head for Hatheril
      • He would cut up, following the train stones, briefly through Thrane, to the flea market town, Marketplace
      • He has decided at this point, that he cannot go home, and needs to start following his own way
      • To try to settle down, is to move on from the past, and acknowledge that his family is dead and gone. He isn’t ready for that. He can’t accept it.
      • Goose would stop at the Marketplace. 
      • As a flea market town, Goose didn’t have much work to find, and would quickly make his way to another town.
      • In crossing the borders following the train, the only concern for Goose really was keeping himself out of the sight of the train. 
      • In Greenhaunt Forest, Goose was finally able to have his first real interactions with monsters, and exploring ruins
      • Goose would have been caught at Fort Light, right at the border of Thrane before crossing to Marketplace. He experienced a traumatic couple of days of questioning, but was let go, because he was recognized as being very young, and unaware. 
      • This interaction rocked his faith in authority greatly.
      • He then made his way to Marketplace.
    • Towards Passage:
      • Goose would have left Marketplace, taking a smaller pathway, toward Arcanix and making his way up along the lake toward Passage. He would continue to mostly forage for himself, occasionally picking up cheap supplies at towns if he was too weak or tired, and would play for beds if he couldn’t stand sleeping on the floor.
      • House Orian originates in Passage, as the house that deals in commerce and trade. They would also resolve issues with the lightning train.
      • The trip from Marketplace towards Passage took approximately two weeks.
      • Once arrived, he would not stay in the city, and would board a ferry to Delethorn.
    • Towards Greenheart:
      • Greenheart has a specific house of Vidalis at this capital. 
      • Goose very briefly met *Riley*: On entering the city, he was shoulder-checked by Aileen Vidalis, who knocked him down. Once he was downed, he was held on the ground by the weight of Garl, a new pet to the family at that time. Riley, about 18 at the time. Removed Garl and helped him up, and she and Gavin (her older brother) took him to get cleaned up. Riley re-introduced him to Garl, and the group became friends. Riley popped in periodically to his accommodations and the two formed a start of a friendship, but Goose moved on before he was able to get too close.
      • Goose had been traveling for about 8 months. Goose would likely remain in the city for about a month before becoming too uncomfortable, and moving on.
      • Alana Mycene is who he stayed with. Half elf, half Genasi, who is a baker, and a wild magic sorcerer. She has a pet cat, Xephyr. Alana died as a child, but was revived under the light of the full moon. Her emotions change and affect the manifestations of her magic, along with the moon cycles. She opened a bakery, Purple Pie. She is more or less Willy Wonka.
      • She is the first person to get him a colorful wardrobe, inspiring him to choose clothes that made him feel happier. While he was still a bit too shy to fully embrace this new fashion to the degree he does currently, it was a strong start, allowing him to explore more fluid dress options, and brighten up his colors, with more outlandish pieces. He would help test Alana’s confections, and he would show her his performance magic, to help inspire new creations for her. At one point, she gave him a gift – a crystal orb with the ability to allow an elf to sleep.
      • Though this city was better for him than any previous, settling down at this point for Goose would have felt like abandoning his family, moving on too soon. Not ready to let go of his past, he would move on from his potential future.
      • Goose tried to write a letter to Riley once, about a week after he left, but it got lost in the system. Goose assumed she simply didn’t want to speak to him, and did not try again.
      • IT IS HGIHLY LIKELY THAT AILEEN D’VADALIS KEPT THIS LETTER FROM RILEY. (Though this is just my guess!)
    • The Towering Wood/Moonlit Veil:
      • Goose left Greenheart, heading for Shae Loralyndar. 
      • Goose, while wandering these woods, was met by an Archfey, Garth. They are a fey who usually appears as a green fox, with a peacock feather tail. They love mortals, and prophecies. They find themselves plenty of entertainment through mortals, and enjoy guiding them, giving hints of grim omens and stories they want to tell. When Garth appears to a person, it is because they have found something that they like about them. They are great at finding loopholes in their promise not to directly interfere with mortals, loving to observe how peoples’ reactions change the strings of fate. One cannot tell if they are truly prophesying, or simply telling jokes. They perhaps used to be a crystal dragon in a queen’s court. If Garth feels particularly fond towards a person, they may offer a hint at their true name. 
      • Garth saw Goose, really liked his appearance, and took him on a trip through the Moonlit Veil. They spent the time exchanging stories, telling jokes, and teaching Goose the Universal Properties. He was taken to Shae Loralyndar before it materialized on the mortal plane. He spent about a year there.
      • In that year there, Goose had the true opportunity to question himself and his gender identity, and who he wanted to be, despite what had happened.
      • His journey with Garth was able to transform him from someone who could not picture a future, into someone who saw every potential path forward as a new outcome, capable of incredible and unexpected things. Even if he could not bring himself to settle down, at least traveling would always bring him a sense of fulfillment.
      • In Thalonis, Goose was introduced to many events – the ones that stuck with him the most were circus shows, put on by the Fey. While he was too young to work at events like these, and was too inexperienced (and not a Fey), Garth could feel his enthusiasm for the colors, lights, and acts, and could see it bring a bit of life back into his spirit. They would serve as inspiration for his appearance later.
      • Goose learned the Universal Properties of Thalonis. It is unpredictable, and layers follow their own stories. Saving throws against illusions have disadvantages. No two layers are exactly alike. Each is driven by its story, and telling a different tale can change the rules. Ability checks, magic types, etc, can all be swayed by those stories in how they are told. Words and Promises have extreme power, and when broken, cause many varying degrees of problems. Time also passes very differently depending on each layer. Goose would have learned how to be careful with his words, and is very wary of dealing with strangers.
      • This lesson actually played a large part in Goose’s continued distrust of other people. In learning the power of words, from this point onward he would have an easier time reading between the lines and seeing people’s true intentions.
      • Garth at one point had Goose fight a goose-like beast.
      • As a reward for defeating the creature and providing Garth with entertainment, Garth awarded Goose his name, which he has kept to this day.
      • For their time together, he received a sentimental feather.
      • Occasionally, Garth will Scry to check in on Goose, just to see how he’s doing. He believes in Goose.
      • After this, Goose had been traveling for about 2 years.
    • Entering Fairhaven:
      • Crime Syndicate in the City – otherwise this town was a fairly blank slate.
      • Vari Tlin’orzza (a half-drow) was the leader of the adventuring party that Goose managed to join at about 18.
        • He encountered Goose at a tavern, recruiting him into his outcast adventuring group, claiming he was intrigued by the giant boomerang. Goose was hesitant at first, but unlike the last group of whom he was the last surviving member, this group actually was able to fight monsters, and they were able to complete several low level adventures. In this group, Goose found his first semblance of family in years, and they were constantly celebrating their small victories in taverns across the city. At some point, Vari gifted Goose a medallion, as a sign of good faith for their relationship.
        • He and Vari eventually entered a very unstable, abusive romantic relationship. Goose often found himself chasing Vari’s attention, trying to follow his whims from job to job, and impress him. Vari showed Goose bountiful attention in down times, but was quick to forfeit his affections to others in the face of money or fame. Goose was often the scapegoat for situations gone wrong, and when Vari was displeased, the two would fight viciously. At times, these became physical.
        • It was extremely painful for Goose, but after going so long without properly having someone to rely on, he was easy to keep on the hook, and continued to follow his leader, hoping to win him over.
        • Despite the toxicity of the relationship, Vari is likely the only one Goose told about his family (and it was likely not the entire story, while under the influence of Dreamlily).
        • While the majority of the experience with this group (early on) was positive, one intensely negative consequence of this was Goose’s drug addiction. Vari, seeing the trouble that Goose had sleeping and handling extreme noise or silence and dealing with nightmares and flashbacks, introduced him to Essence of Dreamlily, getting him addicted to the substance, which the two would use together. This was another way that he kept Goose on a lead, and was a heavy influence on the jobs the group took, in order to fund this expensive habit.
      • Despite these warning signs, he came very close to allowing himself to settle.
      • Goose was with them the longest he had ever been since the death of his parents – for more than 2 years. During this time, he began his transition, changing his hair and getting top surgery. 
      • The group was periodically in Cyre, as a mercenary group helping to defend transports from the capital. 
      • Additional Vari:
        • After a time, Vari was not satisfied with the mediocre results of their work, wanting to pull his group further up the ranks into more power. The group began tailing official adventuring parties to their missions. Vari would order them to be taken out, so they could complete quests instead. Eventually, Vari began to order them to steal items, or summon monsters, to create their own threats to resolve, and extort money from citizens. Slowly but surely, his rash actions got their members killed or arrested. The last six months or so of their time together, Goose watched many people he had begun to consider family turn on one another, abandoning each other when missions went south, and sometimes even going so far as killing each other. Vari seemed to only encourage this behavior, pushing his luck until he and Goose were the only two left. 
        • Finally, at one key mission sprung by a trap that Vari had set, when things went wrong, Goose was abandoned, left behind by Vari to be arrested by the guard as his partner slipped away into the shadows. Vari went on to live in the pockets of the wealthy, and Goose never saw him again.
      • Goose was imprisoned for 4 months, as an accomplice to these crimes, and was then released.
      • The stint in jail re-solidified his addiction to Dreamlily intensely. Being forced to suffer in a single cell, unable to regularly have relief, bearing the weight of his own thoughts, caused him to go on a near catatonic binge after he was released, and he has steadily taken Dreamlily daily ever since.
      • This incident solidified, in Goose’s mind, that without his family, there was no one in the world he could trust. This thought was strangely freeing. Having no one to trust, Goose relied more on the joy he got from his journey, enjoying himself rather than worrying about attempting to attach himself to any place. He fully embraced his new fashion, allowing himself to succumb to his new identity, and attempt to live care-free.
      • The incident also crumbled any last remnants of trust he had in any authority, as he was never heard out, and nobody seemed to care about his side of the story, or his well being.
      • Goose would have been traveling for 5 years total at this point.
      • By now, he has been able to bury most of his grief with his adventures,  only having to risk processing his feelings during his dreams.
    • Leaving Fairhaven:
      • Goose heard tellings of a cult in Korth, and so headed across the border into Karrnath, heading for the city of Korth, where he was told was their central operation.
      • Between his adventure party missions and his travels, Goose would have also likely stopped in the following towns, if only briefly:
        • Lathleer
        • Areksul
        • Askelios
        • Daskaran
        • Flamekeep
        • Danthaven
        • Ghalt
        • Athandra
        • Traelyn
        • Avaroth
        • Tellyn
        • Sigilstar
        • Sharavacion
        • Olath
        • Aruldusk
        • Lessyk
        • Nathyrr
        • As well as the capital of Cyre, and some of the surrounding towns
      • He would have crossed through Cyre for (unknowingly) the final time, taking a more obscure route through several small towns, as it was more of a risk and an adventure to do so, meaning he arrived at the city just as The Mourning occured.
    • Entering Korth:
      • In crossing to Korth, Goose would have taken a wandering path, likely stopping in the following towns:
        • Fort Zombie and Fort Bones (though from a distance)
        • Vulyar
        • Vedykar
        • Karrlakton
        • Terryk
        • Atur
        • Vurgenslye
        • Rekkenmark
      • When the Mourning occured, Goose was able to see it from Korth. As soon as the light had died down, Goose left the city, heading quickly for Loom Keep and the shoreline to attempt to see what had happened to Cyre. The crowd at the shore with him was only able to see the newly formed wall of mist. While no one necessarily would have been going in, Goose would have been able to see the aftermath of some of the crowds who had managed to escape, and would have been prevented from entry by the guards at the borders.
      • As a reaction to The Mourning, Goose developed a sharp and painful traumatic reaction, as he was able to empathize with the survivors of the destruction, having encountered a similar event on his own. As the sole survivor of his village, he has a deep empathy for the survivors and the holiday causes him deep unrest. He would play Cyran music that he had learned on his travels for the survivors as they escaped over the next couple of days, as a small act of comfort.
      • Large sections of Korth have been destroyed or heavily damaged no less than 3 times. In war times, they haven’t had the time or finances to deal with this damage.
      • The city is divided into 5 wards, based on the wealth of its people (at least it sounds like it). Several houses have enclaves here. The Tower of the Twelve floats above the center of Wolvark Park in the city. It is a college for the Dragonmarked Houses, with a memorial to the lost 13th dragonmark.
      • The Silver Flame would have been established as very prominent around the time that Goose was in the city. 
      • The Blood of Vol is the necromantic vampire cult that Crimson encountered in the modern day. Goose likely would have been approached by a cult member, hoping to find someone malleable to indoctrinate.
      • While the Blood of Vol does not like necromancy, and does not enjoy being labeled as undead or necromancers, some members do turn themselves into Liches and Vampires, and other forms of undead, to help the cult study the ways of the undead and study to become divine. Worshippers are known as seekers, “Seekers of the Divinity Within”.
      • While Goose would not have been charmed into falling in line with the cult, he would have considered them interesting and allowed himself to follow them, to find out what their deal was.
      • In the Islands of Aerenal, there is the “The Undying Court”. The Undying Court is a massive sect of elves who, at the end of their lives, use powerful necromancy to make themselves live forever. This is where the Line of Vol rose up as a rival to this court, creating a sect of their own religion. They also represent two of the manifest zones. The Blood of Vol is tied to the Endless Night. The Undying Court is tied to the Eternal Dawn.
      • The Blood of Vol is opposed to the Undying Court, so stay away from those isles.
      • Goose would have explored a bit of their research of the Draconic Prophecy, heard some speeches, experienced some of their beliefs, but eventually would have found their goals disagreeable enough from his own that he departed from them. This probably occupied a month of two of his time, while he stayed in Korth.
      • After leaving the cult, Goose felt his individualistic ideals bolstered by them. Though they were all under the same umbrella as a religion, they all believed in different aspects, cared about different elements of the research and readings, and would always walk away with a different approach and view of their religion, no matter how long they had been a part of it. It was a way that encouraged Goose to see the world for himself.
      • The Silver Flame is the state religion of Thrane. The followers are called “The Purified”.
      • During the last war, the king declared Thrane’s independence, on the basis of their religion. The church replaced the monarchy with a theocracy when the king passed. A very classic lawful good religion.
      • Tira Miron led a band of warriors to fight the dark creatures breaking out of the ground. Her Quotl guide led her and her army to victory against one of the demon lords. The Quotl gifted Tira with its power, and she used this in a self sacrifice to fight off the demon lord. The dark demonic flames transformed into Silver Fire. When she died, she became the Voice of the Flame, and a new capital was built around the area of her sacrifice.
      • The main beliefs of this cult are that the silver flame is a force of light that holds fiends at bay, those seeking to protect the innocent can pull the power of the flame, all beings can find the flame, force is a last result, and beware the whispers of the shadow of the flame.
      • The ‘Purified’ sort evil into five categories: entities of alien evil (fiends/aborations), entities of unnatural evil (undead/lycanthropes), entities of innate evil (controversial category, including monstrosities like medusas, hags, other monstrous races), those who choose evil (for the real crazies), and the evil within (references The Time of Two Keepers, revealing the shadow of the flame)
      • Goose would not have wanted to join this religion. He likely would have been bullied or otherwise side-eyed by full members of the religion, but he would not have taken serious harm for it.
      • Most tieflings can trace their lineage back to Or’Kalune, where researchers studied heavily in magic, and made deals with devils for knowledge. They do also reside commonly in manifest zones, and in settlements as a result of fleeing the destruction of a previous country.
      • Goose spent almost a year – performing for refugees from Cyre, and at the circus, entertaining children, and trying to help raise their spirits. He is someone who very deeply feels the pain of being displaced from your homeland.
      • Goose also, upon arriving in the city, met Dmitri Valentine – a ringmaster for a traveling circus. Goose met Dmitri and his crew by performing Cyran music for them immediately after the mourning. Dmitri was inspired by Goose’s willingness to perform and raise spirits in the face of tragedy, and it encouraged them to set up their show, where Dmitri pulled him in.
      • After their initial performance, Dmitri came across Goose sleeping on the streets, and invited him to stay with their caravan instead. Goose at least had a bed at the circus, and was able to make friends, and find some stability, despite constantly being on the mood.
      • Dmitri bonded with Goose and the two sort of adopted each other as brothers, though Goose would be hard pressed to actually use the term. Dmitri found the pink tiefling endearing, and Goose found Dmitri funny, and really appreciated him as a boss. Goose was there for the return of Dmitri’s sister immediately following her loss, so would have been able to support Dmitri during that time.
      • Goose developed a routine and worked for them for a number of months, at least as long as they were in the city. He was introduced to rollerskates here, incorporating them into his routine, which was a musical and magical support beat to other acts. The entire ordeal made him more flexible, and helped to keep his practice of magic alive. 
      • He and Dmitri parted on friendly terms, and he is always happy to see when a circus is in town. Goose kept some of his props from his shows – namely his original skates (which he then incorporated into other footwear), and some accessories.
      • Goose’s role in the circus was helping Dmitri with composing the soundtracks for their performances, as well as providing sound effects and lighting during the shows. He couldn’t do any acrobatic work with his fear of heights, but he was able to collaborate with the ground performers in their routines, using his skates to perform tricks and rapidly get himself from point A to point B. He never cared much about being the main attraction, and was just happy to be spending that time with his friends.
    • Entering the Shadow Marches:
      • Goose, leaving the area of Korth, would have made his way across the river from the Scions Sound, around the Silverwood, through Aundair, through the Elden Reaches, back past the fey town, to Yrlag.
      • At this point in his travels, Goose was very open to the whims of the road, allowing himself to enjoy casual company, making brief friends and having one night stands with friendly patrons or traveling parties before moving on, which quickly became his regular routine. He grew used to remaining unattached, taking pleasure in the moments rather than considering any commitment. Despite having no loyalties, he still found himself acting with the intention to do good, unless he felt the opposite was deserved.
      • Goose, in his travels, would have heard stories about the Demon Wastes, but would not have entered.
      • Yrlag sits in the Lamania Manifest Zone.
      • This is the Twilight Woods, and it is a zone where lycanthropes have established themselves as a second chance after the Purge (from the Silver Flame, the Silver Crusade).
      • Because of the Manifest Zone, the land is exceptionally fertile, and the Grithic river is well stocked with fish. This is a change from the Crescent Bay, home to many unnatural predators. It is essentially run by house Therashk. The Shadow Marches isn’t necessarily recognized as a region, and they don’t seem to care much for the Korth Edicts of the governed states (the rules that stop any house from being nobility [Riley’s mom doesn’t like this rule]).
      • The city possesses an unusual number of scholars and luminaries, who love to research there. There are plenty of book shops, as well as shops for calligraphers and cartographers. There is a Civus station, a healing station, and a Golanda Gold Dragon in. House Lyrandar helps maintain the harbor, but there is no airship, and no lightning rail.
      • Goose would have taken about a month to travel around to Yrlag, and potentially some additional time to get to the capital, Zarash’ak.
    • In Zarash’ak:
      • This capital is called The City of Stilts.
      • The city is managed by the house Tharassk, and is a small city perched on stilts to avoid the dangers of the swamp. At the edges of Zarash’ak, there are a couple of houses that, if you visit, you can get yourself invited to Glumtown.
      • Glumtown is basically a gladiatorial town. People looking for either fun or trouble can get themselves escorted to this town which consists of a few long-time villagers who keep to themselves, several fighting rinks and betting stands, a single inn with healing stations, some guards from the city, to prevent the worst of the damage, but otherwise keep to themselves. The entire purpose of the town is to cause any and all of the ruckus that the capital does not want to entertain as it works to keep itself established as a properly run city.
      • Goose was able to charm his way into being taken to Glumtown, where he had a thrill in witnessing and participating in fights. He was by no means an expert, and did not win his fights, but he did pick up some good tips on melee fighting, and was able to apply them to at least be better, and make some arena friends, who encouraged him and were able to laugh about his failures with him. Because Goose never seemed to take the fights too seriously, he never got himself into any serious trouble when it came to betting or pride. He had a genuinely pleasant experience, while it lasted.
      • Daeron Sulasson was a ranger that Goose met at the fights. 
      • Raised in a harsh landscape, learning how to navigate the harsh lands. He is embarrassed by his complete lack of magical ability, and sees himself as a disappointment to his parents, despite the fact they have told him he is anything but. On one of his treks, he found the dead body of a lioness, along with cubs, two of which were already dead. The third cub he took with him, calling her Nuka (meaning little sister).
      • Goose and Daeron were a pair that got matched together quite often for melee combat. Goose never won their fights, but Daeron was won over by Goose’s wit and charm, and the two developed a friendship. Goose and Daeron would sparr together, and between practices, would talk. Goose was eventually invited to stay at his home, which he gladly accepted. 
      • They exchanged stories and survival tips, and Goose found himself developing feelings again, for the first time since being abandoned by Vari. He opened up very briefly about the death of his parents, though it wasn’t a conversation that went too terribly far, still being too difficult to talk about, even after all of that time. 
      • The two traveled the Shadow Marches together, enjoying the risky encounters, for their own respective reasons. The constant danger only brought them closer together.
      • They developed into something more than friendship, getting physical and slowly pulling more vulnerability from Goose as he tried to trust Daeron, but before it could get too serious, Goose’s fears overcame him, and he left the area, leaving Daeron with only a note on his door, wishing him well and saying he had to leave.
      • Goose has an old letter from Daeron, but has not explained it’s contents, so it’s unclear whether this was a love letter, a reminder note, or a letter he received after leaving.
      • Goose spent just about a year traveling through the Shadow Marches, bringing his total travel time to about 7 years by this point. 
    • Intro Droaam:
      • This is a separate state from the rest of the continent, but was not included in any of the peace talks.
      • The only outsiders allowed in would have been house Tharrask.
      • The house is exploiting their mines, and the Eberron dragon shards (stones that are found in various parts of the nation, that come in three distinct varieties, lining up with the three ancient dragons, used to enhance dragonmark powers, in the creation of magic items, artifacts, and constructs, and creation of magic technology)
      • From this point, Goose would spend the next few years slowly circling his way back toward Sharn. Sharn was likely going to be his last stop before considering leaving the continent.
      • There would be a lot of suspicion from Goose crossing over into Droaam. He wouldn’t have necessarily been stopped, but would have been outcasted, though at that point, he was used to it, and did not care.
      • Goose took his time traveling toward the capital, pausing at each of the mines, and at small towns like Thrakelorn and Znir, and Vralkek, before actually arriving. This traveling easily could have taken up six months.
      • Goose had a sugar mommy while in Droamm: Mrs. Margeaux. She is a wealthy older woman that Goose found while exploring the capital. She found him cute, and he needed an income, so they set up an arrangement where he sugared for her in exchange for enough to get by. He didn’t mind, he considered her very nice. However, the job was cut short when the incident with Donnie occured, forcing him to flee.
      • Goose occasionally has heard from her, but sort of hopes that eventually she will move on. He receives gifts every now and again. He has no idea that she was not single, and he is actually the anonymous anomaly in a ‘secret affair’ that she was having. Her son, Wesley, was one of Renaer’s boarding school mates.
      • The Great Crag is the capital of the state of Droaam. The seat of power here belongs to the daughters of Sora Kell. This is a coven of hags who have joined together for mutual benefit. Sora Ketrah acts as the leader and strategist. Sora Menia is the muscle of the group (who had a group of ogre and giant followers), and Sora Terozah, who is one of the greatest diviners in the region, or likely the world. However, this third one is very old, and has a very tenuous grasp on reality. These three are the rising force behind the nation of Droaam. They have been in the city since 986, and work with Tharaask to send out mercenaries, bringing money and goods back into their nation.
      • No one knows who fathered the hags, though it was most likely a fiend.
      • The Dark Six are well represented, but the Silver Flame is unknown.
      • The Great Crag is home to one of the greatest arenas on the continent. Races, Gladitorial Combat, Bloodsports, and more are performed here at almost every hour, and it also serves as an execution ground.
      • The Asuari – The statues of the original inhabitants were gathered and carefully placed in one Dekani building, on display.
      • Goose would have done his usual routine, finding work within and around the city to sustain himself, planning to stay anywhere from six months to a year, to give the city a chance. He would have often found himself checking the arena, and attempting to avoid brawls with the guards. The general air, he felt, was tense.
      • Apparently, while in this city, Goose got himself into a Prison Break situation.
      • Donnie: A goblin who loves bugs, with wolves for parents. They desperately want him to go to school, but he is an adventurer at heart, and gets himself into trouble often. Donnie was born near the twilight demesne. As a baby, his parents tragically died. This was while the feywild was coterminous with eberron. During this coterminous time, two talking wolves – Donna and Al – took him in and raised him. Goose and Donnie met in the feywilds, where Garth introduced them. When Garth had official business, they would leave Goose with Donnie and his parents, so the two became fast friends, often sparring and adventuring on their own… not far from the watch of the wolves. 
      • When they meet again as adults, Goose would learn that Donnie has a fake eye patch.
      • Donnie’s crime was a series of miscommunications. To get himself arrested, he had been chasing a bug, which flew into someone’s house. In following the bug, he broke into someone’s house, and that house happened to belong to one of the daughters of Sora Kell. Donnie, not being a talker, was unable to get himself out of the situation, and was arrested, being sentenced to death.
      • Goose came across Donna and Al looking for Donnie in the city, concerned for his safety.
      • Goose, having a small idea of where Donnie might be (as a fellow troublemaker), checks the arena. He sees that an execution is scheduled for that afternoon, and decides to see if his intuition is correct.
      • It is. And, Donnie is not in good condition.
      • When Goose finds him in the arena, at the moment they are releasing the beast who will be executing him, Donna and Al jump in, telling Goose to get Donnie out, while they hold the enemy off. Goose slips Donnie past the guards, taking him through the city, out of the gates, and into the Watching Wood to get themselves safe and out of the spotlight.
      • The Watching Wood mostly is full of Shifters.
      • After a while, Donna and Al would have come to get Donnie and take him home, and Goose would be able to bid him a fond farewell. Goose would then move on.
      • He would have been traveling for about 8 years at this point.
    • Leaving Droamm:
      • While Goose normally liked to take his time, he would have had reason to be a bit more urgent in exiting Droamm.
      • Goose would have headed past Strongjaw Keep, toward Shaarat Kol at the base of the Graywale Mountains. He would have continued following the coastline, under Skyraker forest. From there, he would have headed toward Moonwatch (a small town, where he would have taken some time to rest), before heading north, avoiding the direct path to Sharn and continuing to take a more adventurous path, past Ringbriar. He would have ended up in Gaylethspyre.
    • Entering Breland:
      • Gaylethspyre has fairies that travel to and from Wroat four times a day. It is a town known for its textiles and dyes, and the city has the overwhelming scent of dye in it. It specializes in Breland Blue, especially.
      • Goose would have spent about a year in Gaylethspyre. The town itself, while colorful and exciting, would not have held Goose’s interest for that long, but he settled surprisingly hard. This was not the original plan, but he found himself drawn into the experience of fashion, ending up at a shop owned by Ione, and accepting an apprenticeship.
      • Goose wandered into Ione’s shop, finding himself enamored by some of her more artistic pieces that she didn’t really expect to sell. In watching him be so enthusiastic about fashion, and sensing that he perhaps needed stable ground to land on for a bit, Ione introduced herself and the two got to talking, and she offered him an apprenticeship, allowing him to stay with her.
      • Ione is a 58 year old human woman who is a well known textile artist, known for being able to see a person’s true nature.
      • After his first night, he planned to leave for the day, promising her he would return. She responded with “Will you?”, immediately seeming to identify his flighty nature. Of course, out of spite, he did in fact return.
      • She gave Goose full access to her home and her materials, but she was strict (but fair). Goose needed to finish projects he started for himself, good or bad. He learned patience, gained proficiency with Weaver’s tools, and made himself a brand.
      • This was the first time Goose had discovered a passion aside from his Bard education in over a decade, and he fell deep into it, creating all kinds of unique looks for himself, most iconically the Worm Jacket.
      • After about a year of living in that town (where he did not really travel), Goose realized just how comfortable he’d gotten, and again, his nerves got the better of him. Though he tried to leave quietly, Ione was ready and caught him. When Goose mentioned that he would be back, instead of her usual “Will you?” She responded “No, you won’t.” Goose was forced to admit his departure, and she was the only one who got a proper goodbye. She gave him a Shiftweave containing all his outfits, and bid him farewell. She’s (hopefully) probably still rooting for his success, somewhere.
      • This would have been about nine years of travel.
    • Entering Wroat (Home Stretch):
      • Goose would have wandered around the smaller towns and outposts north of Galethspyre for about a month before ending up in Wroat.
      • Wroat is a great walled city, built on opposing banks of the river, extending from the middle island. The city occupies a man-made island that sits in the middle of the river. There is a Galafar museum, temples to the Silver Flame and Sovereign Host, a Lightning Rail, and the King’s Citadel (the highest law enforcement and paramilitary organization in Breland, called upon when a case is too much for the Watch to handle, especially in regards to national security. They specifically serve the true royal family.) The Five Branches are the King’s Swords, Shields, Wands, Dark Lanterns, and Shadows. Goose would be aware of the first three, and potentially could have heard the name of the fourth, but would not know what it was. He would not have heard of the Shadows.
      • Goose would know the castle was called the Broken-Blade castle, created by Galafar the First, named after his sword shattering in his first battle to conquer Breland.
      • Goose has a talent for finding the underbellies of large, seemingly prominent cities. While he would have taken the tourist route initially for a week or so, he would have quickly grown bored, and moved to scent out the more interesting parts.
      •  In Wroat, there is a literal Undercity, Towar. This is a pseudo-city built quite literally under the bridges and castles of Wroat, with access through portholes in the city surrounding the lake, as well as under the bridges connecting the castle to the city at the banks. With the right connections, one can get a guide for their first time entry in. The scene is artificially lit, glowing in neons and bursts of color, where one can find nobles who have ‘lost their way’ indulging in the exact activities they shun above… at least while the sky is dark. The citizens are happy to indulge them, for the right prices.
      • Ermir (code name: Breeze): A noble, known for his wit and charm among other wealthy patrons, attempts to blend himself into the night scene of Wroat, with little success. To every bored noble, there is a call from the mysterious, dark side of one’s city. The urge to seek out change, and perceived freedom. Ermir found himself craving a sense of freedom and wildness, bored with Noble life and seeking respite. He had tried a number of times before to gain access to Towar. While he grew closer and closer with each attempt, it was never quite enough on its own, as his naivety and his noble mannerisms got him turned away, for distrust of his intentions.
      • Goose met ‘Breeze’ as the air Genasi was attempting to sneak into the city… though he was having a bit of trouble. As someone who seemed more belonging, Goose simply let Ermir hang on his arm, having them both guided in together.
      • Goose expected Ermir to be a casual bit of fun. He followed Goose’s type (stupid, and cute) and seemed genuinely excited to be shown new experiences, a thing Goose related heavily to. The pair of them did not seem to like to sit still, and explored a new place (or at least, new angles of familiar places) nearly every night.
      • As a gift, Emrir gave Goose a jeweled bangle.
      • While Goose did have fun showing Ermir the undercity, Ermir also took Goose to Wroat, introducing him to many enjoyable activities for nobles… which he and Goose would then promptly interrupt, finding their disruptions and doing things wrong much more fun than the activities themselves.
      • While Goose was open to introducing Ermir to fights, dances, and adventures of many kinds, he was wary of what Ermir consumed, and did not introduce him to Dreamlily, or allow him to know that he took it, fearing the Genasi’s eagerness would make him prone to even heavier addiction, and eventual overdose.
      • Goose and Ermir spent a good six months ping-ponging between Wroat and Towar. However, as time went on.. Goose realized they were spending less and less time in Wroat, with nobility, and more and more time in the more common outskirts, and the Undercity. At one point, Ermir began to speak about leaving his family home, and buying a property in the outskirts of the city, or even outside the walls, implying it was for them.
      • Goose, in the end, found himself getting too comfortable in Ermir’s company, and decided to leave. Ermir was particularly a sad one for Goose, because he seemed to be the type to wear his heart on his sleeve. Goose couldn’t bring himself to believe in those feelings, as much as he wanted to. He wouldn’t have been able to leave, otherwise.
      • However, he did not account for exactly how strong Ermir’s feelings were, and is unaware that Ermir still has those feelings for him today. In fact, as of his first encounter with Renaer, he had only left Ermir about five months prior…
    • Entering Sharn:
      • Goose would have left Wroat after a total of about 4 months (including travel time to and time in the city and undercity).
      • He would have spent about three months wandering the woods, and making his way to a few small towns, but his ultimate goal was Sharn. Goose considered this his last stop before most likely choosing a new continent to travel to, content in believing he would spend the rest of his life adventuring, and never being able to settle down.
      • Goose would be in Sharn for about a month, before he meets his current party – Riley, Crimson, and Esolyn – at a tavern.
      • Adventure awaits!
      • Total Mileage: 18,668
  • Monster Hierarchies – Spirits

    May 3rd, 2023
    • White Curse
      • A curse that surpasses the perception of time and space, as its own entity. While they can be communicated with, they do not have an understanding of right and wrong, and have existed for so long, that they only can perceive their rituals, and have lost any sense of humanity or even negative emotion that helped to create them to begin with. THey are benign, so Tari lets them exist, as long as they are being maintained. Wyatt’s field is an example of this. The curse is its own creature, existing peacefully during the daytime, and only operating at night, following a set of rules that can be understood and respected. If the field offers you a gift, you don’t take it. If you accept the gift, you attach yourself to the curse, and it absorbs you. This is no longer done in malice, the curse is not conscious of this effect.
    • Grey Curse
      • An aging black curse. Depending on the amount of magic embedded in a curse at its conception, a curse will eventually hit a limit on its expansion, ceasing to grow, and instead, refining its energy. This is another transitional phase where the curse, if it persists, will eventually become a white curse. Grey and White curses are the source of many local tales, that mortals will describe as places with ‘odd feelings’ and ‘bad vibes’. These more stable, tame curses will often be used by demon lords as covers for their bases of operation.
    • Black Curse
      • An evolved form of a personified curse that has lost their humanity. The goal of this curse is purely to feed, drawing on universal energy to expand itself. By being within range of the curse, a person is sapped of their energy and grows extremely negative and weak. The effects of this curse’s magic can cause people to turn on each other, to grow violent, and to inflict harm on themselves and others. This is a curse’s most active stage.
    • Personified Curse
      • These are aggressive spirits that have evolved into more. They are in a precarious transitional place where they can evolve into one of two things – either a black curse, or a demon. At this point, the magic of the universe has begun to embed itself in the spirit, allowing them access to supernatural abilities that make them very dangerous to approach. A personified curse is difficult to reason with, but it is not impossible.
    • Poltergeist
      • A specifically aggressive brand of spirit – where aggressive does not mean bad. Aggression can be the result of evil, but can also be the result of hurt, loss, and trauma, causing a spirit to desire violence. Different exorcists will handle these spirits differently – it is recommended that they are handled with kindness, attempting to resolve their pain rather than exorcizing. However, if a spirit is built on malice, it should just be removed.
    • Active Spirit
      • A spirit that is more conscious, usually capable of some conversation. They hold varying degrees of memories about their lives, and may or may not be aware that they are dead. They can interact with the world, and are a level of intelligence that allows them to possess people. Because they are intelligent, they are capable of choosing to be benevolent or evil. Maxwell and Marc are examples of benevolent and malicious spirits. Malicious spirits at this stage are better exorcized.
    • Fading Spirit
      • A weak spirit that is clinging to the mortal plane, but has forgotten why, or has very little to connect it anymore. They lose themselves often in time and space, confuse the present for the past, and are unable to always identify people. They do not usually need to be dealt with, as they are just more off putting than actually harmful. They are unaware that they are dead. Walter Henry appears to be this type of spirit. While he has a strong physical manifestation, he cannot separate the present from the past, and often loses himself, forgetting even events that have just occurred.
    • Residual Energy
      • The energy left behind in a place that has been occupied for a long time. This is typically passive, no more than hearing footsteps upstairs, whispers in the halls, conversations that fade in and out. Sometimes, residual energy can affect the environment around it, but this is hardly something that needs to be exorcized.
  • Monster Hierarchies – Witches

    May 3rd, 2023

    Within the Coven:

    • Coven Head
      • The most powerful witch elected by the coven. Power is not defined purely by strength, as it is for demons, but by a number of qualities. While the strength of their magic is a factor, a witch’s knowledge of magic, book learning, and their ability to problem solve. These witches, in theory, have their position until they die, and there is no specific type of magic that rightfully earns the position. However, the role can be revoked at any time, if the coven decides that their best interests are not being represented.
    • Coven Councilor
      • Any one of a group of witches who are responsible for debating and supporting (or denying) the decisions of the coven leader. They are responsible for their respective clans, and are powerful, well educated witches in their own right. Again, there is no particular brand of magic for most of these positions, but the basic elements are always required to be represented, as they make up the majority of witches.
    • Coven Intern
      • Apprentices studying specifically under council members. Their apprenticeship is not one new to magic, but rather, new to the laws of witchcraft, as they learn a special type of refinement. This position in the coven is a very fluid one, as these apprentices either succeed or fail after a determined amount of time.

    Individual Witches

    • Master Witch
      • What one would perceive as simply ‘a witch’. They are often older, and in all cases, more powerful than junior witches, and serve as mentors to apprentices, encouraging them to select an area of study and refine their magic. Master witches will usually have dedicated their lives to one particular magical subject, finding their own interest and pursuing it to craft a unique brand of magic.
    • Junior Witch
      • What one would perceive as simply ‘a witch’. They have a decent range of magic in a particular subject, and a decent amount of power. They have just begun, or are in the process of, their journey to create an identity with their magic.
    • Apprentice Witch
      • A young witch who has been taken by a mentor. Their powers are greater than that of a fledgling witch, but are often unpredictable at best. Apprentices that show great promise are graduated by the coven, and they will become a Junior witch. Some witches enjoy staying apprentices, helping older mentors with household duties, or their studies.
    • Fledgling Witch
      • A young witch who has just discovered their magic. Since it can take some time for them to be found by their local covens, some fledgling witches grow up with little magic, or little control of it. Some are in this stage forever, if they turn down the Coven’s invitation, or do not attempt to advance their magical knowledge.
    • Outcasts
      • Witches who have broken some sort of magical law, are studying a forbidden form of magic, or have rejected the Coven. They study on their own, isolated from other resources than themselves and their fellow outcasts. They are not actively hunted by the Coven, but contact with them is discouraged. They, sometimes, are called upon in times of great need. 
      • Merlin and Lynala are outcast witches.
  • Monster Hierarchies – Demons

    May 3rd, 2023
    • Sin
      • The most powerful demon, rivaled only by the highest ranking demon lord. One sin may be able to be challenged, with significant effort, but as the personification of all of the universe’s evils and indulgences, they have power they wield far beyond anyone’s understanding.
      • Ashe, Milo, Huey, and Megan, are examples of sins.
    • Demon Lord
      • The most powerful demons, second only to the sins. The only demon able to rival the sin would be the most powerful of the demon lords (Satan was formerly this demon lord). Demon lords are demons who have risen through the ranks of power, usually through manipulation or violence. Some demons maintain their feral nature from their origins, while others attempt to assimilate to the world, relying on more subtle tactics to gain power. They have consumed enough energy (magic, life force, and other forms of power) that they have become quite dangerous, and the more they absorb, the more infamous they become amongst their peers. All demon lords are aware of one another, and exist in a tentative truce that threatens to fall apart at any moment.
      • Morrigan, Dolly, The Shadow Lord, and Dierdre are examples of demon lords.
    • Demon Prince
      • The direct descendants or chosen heirs of the demon lords. They are the demon lords’ preferred company, and are in charge of the lower ranking demons that work under the lords. Few demons are born princes – most have to earn the title. Princes can, and often do, fight amongst themselves to attempt to appeal to their lords and earn the chance to collect more power of their own. Many, but not all, have the goal of overthrowing their lords.
      • Holland, Estelle, Hadyn, Kumo, Kit, Cecil, Buttons, Emu, and Poppy are all demon princes.
    • Demon Noble
      • Demon Nobles are right below princes, and will usually serve a prince or lord as their weapon, pet, or first in command. They can be created by demon lords, or they can be promoted from demon servants. They are in charge of day to day delegations for demons that are more socialized or manipulative, and are not often seen with more feral demon lords.
      • Sebastian Blade is an example of a demon noble.
    • Demon Servant
      • Demon Servants are the last rank in a demon lord’s ‘family’, that will work in that lord’s house, or closest to the lord’s treasure. They are created by demon lords, using their blood. They are considered low ranking, but are powerful enough, or smart enough, to be of service. They are the last line of demons that declare their loyalty purely to a demon lord, and their usual goal is to slowly progress through the ranks, and be accepted as princes. Morrigan’s servants, and some of his furniture, are demon servants.
    • Higher Demon
      • Higher Demons are the most powerful common demons that one would encounter in the wilds. Some higher demons are working toward the goal of becoming a demon lord, but others are content in their status, and take their place in the world indulging in its evils, haunting negative spaces, and participating in debauchery. They may have some information, but rarely if ever have direct contact with lords, or even princes.
    • Lower Demon
      • Lower Demons are usually the direct servants of High Demons. They are just intelligent enough to be aware of the hierarchy, and often have just begun their journey towards becoming a lord. Their goal is, almost unanimously, to overthrow the higher demons they work under. Like some higher demons, a few lower demons are content in their status and simply indulge.
    • Bestial Demon
      • Bestial demons have a bit of sentience, but are not as aware as lower demons. It is a feral demon beginning to develop intelligence, and recall its human sentience.
    • Feral Demon
      • The most common type of demon, often found at haunted scenes, feeding on negative energy. These demons are created from intense negative emotion, or are produced from curses. Consuming enough power can evolve them into more intelligent demons, which can then begin to make their way up the ladder.

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